#version 330 core
layout(location = 0) in vec2 aPos;
//layout(location =1) in vec3 aNormal;
layout(location = 1) in vec2 aUV;

out vec2 UV;

void main() {
  
  gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
  UV = aUV;
}